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Re: Standard weapon balance

Posted: Sat 25 Feb , 2012 4:54 am
by Azarael
Live.

Re: Standard weapon balance

Posted: Wed 29 Feb , 2012 11:13 am
by iRobot
Speaking of damage popup, is this something you could implement on race/AS?

It's useful information, in all honesty. Plus it's hard to keep a mental track of all the current damage stats with the balancing, newer players won't even know that the weapons are tweaked.

Re: Standard weapon balance

Posted: Wed 29 Feb , 2012 1:53 pm
by PALADIN
One of the base Unreal Tournament battle elements always was an ability to count dealed damage in mind that was always done by pro players. All such players know the exact damage dealed by any weapon perfectly.
So when I alphashotted you with LG and then immediately switched and shot with SR and you survived that I know that you must be took a shield50 (or five vials) and then you have 35 (or 10 HP) left and will frag you with another SR shot (or one AR click).

Adding damage popups will ruin that element for pros and will give nothing actually for noobs.


Notes: LG - Lighning Gun, 70 hp; SR - Shock Rifle, 45 hp; AR - Assault Rifle, 7 hp, first two shots almost always fires exactly precise; alphashot - first shot when you see an opponent, immediate without a recharge delay; LG-SR combo - usual practice to frag a 100 hp opponent within a minimal time interval of weaponswitch.

Prefer to trying to degrade the system try to improve your skills.

Re: Standard weapon balance

Posted: Wed 29 Feb , 2012 2:11 pm
by iRobot
Adding damage popups will ruin that element for pros and will give nothing actually for noobs.
You can disable the popups if you don't agree with them.

Meanwhile... lesser skilled players will actually learn more about each weapon.

You don't know how much damage a mine does, a grenade launcher sticky does, how much damage the new bio does, the new Pulse Rifle, the modified minigun...need I go on?

Purely think this would be a nice aesthetic change to the server, and once again, you can turn it off if you do not approve. You say yourself noobs will "gain nothing" (I disagree but for the purpose of this..) so then you have nothing to lose by them having it.

Re: Standard weapon balance

Posted: Wed 29 Feb , 2012 2:29 pm
by PALADIN
iRobot wrote:You can disable the popups if you don't agree with them.
Yes, I would like to be able to disable that popups over my pawn head.

From the other side, if that popups will be shown only to the player actually hitted but not to all players, I can be patient with that. Whatever I usually have in average 150-250 hp in proper AS maps so that multiple damage popups one by one will make my opponet scare thinking "OMG, how many else he have!" :twisted:

Re: Standard weapon balance

Posted: Wed 29 Feb , 2012 5:41 pm
by Azarael
All modified damage values:

Link damage: 24
Link alt dmg: 8
Minigun pri dmg: 9.5 (dmg reduced over range)
Minigun sec dmg: 13
Cicada sec dmg: 35

Re: Standard weapon balance

Posted: Wed 29 Feb , 2012 5:43 pm
by iRobot
Still would be highly interested in having the feature, noobs would dig that kind of thing also.

Re: Standard weapon balance

Posted: Wed 20 Jun , 2012 2:55 am
by iZumo
So, Fallen_Deus deussed too hard today, so new addition to the weapon rebalanced pack is "Stationary Shield Gun":

- When you're shielding, you can't Dodge + Jump or Double Jump (Jump + Dodge works, Jump + Dodge + Jump doesn't work)
- When you're walking and shielding (i.e not in air!), the gun will discharge 3x faster

Re: Standard weapon balance

Posted: Wed 20 Jun , 2012 10:06 am
by iRobot
;'D'D

Re: Standard weapon balance

Posted: Wed 20 Jun , 2012 2:25 pm
by Azarael
Tears were cried. I'm sorry I missed it.